Design and Evaluation of a Pervasive Coaching and Gamification Platform for Young Diabetes Patients †
暂无分享,去创建一个
Randy Klaassen | Rieks op den Akker | Pierpaolo Di Bitonto | Gert Jan van der Burg | Kim C. M. Bul | Pamela M. Kato | R. O. D. Akker | K. Bul | R. Klaassen | P. Kato | G. V. D. Burg | P. Bitonto
[1] Rebecca Grainger,et al. Use of and Beliefs About Mobile Phone Apps for Diabetes Self-Management: Surveys of People in a Hospital Diabetes Clinic and Diabetes Health Professionals in New Zealand , 2017, JMIR mHealth and uHealth.
[2] Ali Idri,et al. A systematic review of gamification in e-Health , 2017, J. Biomed. Informatics.
[3] Joyce M Lee,et al. The Promise and Peril of Mobile Health Applications for Diabetes and Endocrinology , 2013, Pediatric diabetes.
[4] Yin-Leng Theng,et al. The Use of Videogames, Gamification, and Virtual Environments in the Self-Management of Diabetes: A Systematic Review of Evidence. , 2015, Games for health journal.
[5] E. A. Locke,et al. Building a practically useful theory of goal setting and task motivation. A 35-year odyssey. , 2002, The American psychologist.
[6] S. Patton,et al. Adherence to Glycemic Monitoring in Diabetes , 2015, Journal of diabetes science and technology.
[7] G. Hartvigsen,et al. Features of Mobile Diabetes Applications: Review of the Literature and Analysis of Current Applications Compared Against Evidence-Based Guidelines , 2011, Journal of medical Internet research.
[8] Kenji Hira,et al. Edutainment Tools for Initial Education of Type-1 Diabetes Mellitus: Initial Diabetes Education with Fun , 2004, MedInfo.
[9] E. Pyatak,et al. Adherence decision making in the everyday lives of emerging adults with type 1 diabetes , 2013, Patient preference and adherence.
[10] Pamela M. Kato,et al. Video Games in Health Care: Closing the Gap , 2010 .
[11] Randy Klaassen,et al. Virtual Coaches for Healthy Lifestyle , 2016, Toward Robotic Socially Believable Behaving Systems.
[12] Gunnar Hartvigsen,et al. Play and Learn: Developing a Social Game for Children with Diabetes , 2016, ICIMTH.
[13] Paul A. Cairns,et al. Assessing the Core Elements of the Gaming Experience , 2010, Evaluating User Experience in Games.
[14] A. Pentland,et al. The DAILY (Daily Automated Intensive Log for Youth) trial: a wireless, portable system to improve adherence and glycemic control in youth with diabetes. , 2004, Diabetes technology & therapeutics.
[15] Mita Giacomini,et al. Patient Perspectives on Quality of Life With Uncontrolled Type 1 Diabetes Mellitus: A Systematic Review and Qualitative Meta-synthesis. , 2015, Ontario health technology assessment series.
[16] Anthony Deacon,et al. The use of serious games and gamified design to improve health outcomes in adolescents with chronic disease: A review of recent literature , 2016 .
[17] Timothy S. Bailey,et al. Evaluation of a combined blood glucose monitoring and gaming system (Didget®) for motivation in children, adolescents, and young adults with type 1 diabetes , 2013, Pediatric diabetes.
[18] L. Laffel,et al. Technology to Optimize Pediatric Diabetes Management and Outcomes , 2013, Current Diabetes Reports.
[19] Debra A Lieberman,et al. Video Games for Diabetes Self-Management: Examples and Design Strategies , 2012, Journal of diabetes science and technology.
[20] I. H. Pouw,et al. You are what you eat : serious gaming for type 1 diabetic persons , 2015 .
[21] Stoyan R. Stoyanov,et al. Gamification for health and wellbeing: A systematic review of the literature , 2016, Internet interventions.
[22] Jane Speight,et al. ‘I'm not a druggie, I'm just a diabetic’: a qualitative study of stigma from the perspective of adults with type 1 diabetes , 2014, BMJ Open.
[23] Jerilyn K Allen,et al. Randomized Controlled Pilot Study Testing Use of Smartphone Technology for Obesity Treatment , 2013, Journal of obesity.
[24] Pierre Bougnères,et al. Global epidemiology of type 1 diabetes in young adults and adults: a systematic review , 2015, BMC Public Health.
[25] Heather Patrick,et al. Self-determination theory: its application to health behavior and complementarity with motivational interviewing , 2012, International Journal of Behavioral Nutrition and Physical Activity.
[26] F J Snoek,et al. Diabetes-related emotional distress in Dutch and U.S. diabetic patients: cross-cultural validity of the problem areas in diabetes scale. , 2000, Diabetes care.
[27] M. Gagnon,et al. Using a modified technology acceptance model to evaluate healthcare professionals' adoption of a new telemonitoring system. , 2012, Telemedicine journal and e-health : the official journal of the American Telemedicine Association.
[28] Deborah I Thompson,et al. Serious Video Games for Health: How Behavioral Science Guided the Development of a Serious Video Game , 2010, Simulation & gaming.
[29] P. Grady,et al. Self-management: a comprehensive approach to management of chronic conditions. , 2014, American journal of public health.
[30] Deborah I Thompson,et al. Playing for real: video games and stories for health-related behavior change. , 2008, American journal of preventive medicine.
[31] Shelagh A Mulvaney,et al. Patient Web Portals to Improve Diabetes Outcomes: A Systematic Review , 2010, Current diabetes reports.
[32] David W. Bates,et al. Bmc Medical Informatics and Decision Making the Quality Case for Information Technology in Healthcare , 2002 .
[33] E. Deci,et al. Supporting Autonomy to Motivate Patients With Diabetes for Glucose Control , 1998, Diabetes Care.
[34] Steffen Fieuws,et al. Serious games for improving knowledge and self-management in young people with chronic conditions: a systematic review and meta-analysis , 2016, J. Am. Medical Informatics Assoc..
[35] Brian Cugelman. Gamification: What It Is and Why It Matters to Digital Health Behavior Change Developers , 2013, JMIR serious games.
[36] Amanda J. Holmstrom,et al. Developing a Patient-Centered mHealth App: A Tool for Adolescents With Type 1 Diabetes and Their Parents , 2017, JMIR mHealth and uHealth.
[37] Jesse Schell,et al. The Art of Game Design: A book of lenses , 2019 .
[38] J. B. Brooke,et al. SUS: A 'Quick and Dirty' Usability Scale , 1996 .
[39] D. Drummond,et al. Serious games for health: three steps forwards , 2017, Advances in Simulation.
[40] Gillian M. McCarthy,et al. Letters to Medical Devices: A Case Study on the Medical Device User Requirements of Female Adolescents and Young Adults with Type 1 Diabetes , 2017, PERSUASIVE.
[41] A. Haines,et al. The Effectiveness of Mobile-Health Technology-Based Health Behaviour Change or Disease Management Interventions for Health Care Consumers: A Systematic Review , 2013, PLoS medicine.
[42] Thomas Kubiak,et al. Continuous Glucose Monitoring in Type 1 Diabetes , 2016, Journal of diabetes science and technology.
[43] P. Burkhart,et al. Adherence to long-term therapies: evidence for action. , 2003, Journal of nursing scholarship : an official publication of Sigma Theta Tau International Honor Society of Nursing.
[44] David W. McDonald,et al. Using Mobile & Personal Sensing Technologies to Support Health Behavior Change in Everyday Life: Lessons Learned , 2009, AMIA.
[45] Joseph A Cafazzo,et al. A Mobile App for the Self-Management of Type 1 Diabetes Among Adolescents: A Randomized Controlled Trial , 2017, JMIR mHealth and uHealth.
[46] S. Michie,et al. Are interventions theory-based? Development of a theory coding scheme. , 2010, Health psychology : official journal of the Division of Health Psychology, American Psychological Association.
[47] Xiaohao Ye,et al. GlucOnline Coach: a virtual coach app for diabetes patients , 2015 .
[48] Noriaki Aoki,et al. INSULOT: a cellular phone-based edutainment learning tool for children with type 1 diabetes. , 2005, Diabetes care.
[49] D. Lieberman,et al. Management of chronic pediatric diseases with interactive health games: theory and research findings. , 2001, The Journal of ambulatory care management.
[50] Johan Gustav Bellika,et al. Social Media and Games as Self-management Tools for Children and Adolescents with Type 1 Diabetes Mellitus , 2012, HEALTHINF.
[51] S. Burke,et al. Partnering with diabetes educators to improve patient outcomes , 2014, Diabetes, metabolic syndrome and obesity : targets and therapy.
[52] Korey K Hood,et al. Association Between Adherence and Glycemic Control in Pediatric Type 1 Diabetes: A Meta-analysis , 2009, Pediatrics.
[53] Petra Povalej Brzan,et al. Mobile Applications for Control and Self Management of Diabetes: A Systematic Review , 2016, Journal of Medical Systems.
[54] Timm Faulwasser,et al. Towards pervasive computing in health care – A literature review , 2008, BMC Medical Informatics Decis. Mak..
[55] Nicole C. Krämer,et al. Serious games for health: An empirical study of the game "Balance" for teenagers with diabetes mellitus , 2011, Entertain. Comput..
[56] Cem Ersoy,et al. Wireless sensor networks for healthcare: A survey , 2010, Comput. Networks.
[57] Jan Flowers,et al. Qualitative evaluation of a mobile phone and web-based collaborative care intervention for patients with type 2 diabetes. , 2011, Diabetes technology & therapeutics.
[58] D. Lieberman,et al. Educational video game for juvenile diabetes: results of a controlled trial. , 1997, Medical informatics = Medecine et informatique.
[59] H. Mortensen,et al. Insulin injection regimens and metabolic control in an international survey of adolescents with type 1 diabetes over 3 years: results from the Hvidore study group , 2002, European Journal of Pediatrics.
[60] Pamela M Kato. Evaluating Efficacy and Validating Games for Health. , 2012, Games for health journal.
[61] Harri Oinas-Kukkonen,et al. Behavior Change Support Systems: A Research Model and Agenda , 2010, PERSUASIVE.
[62] Harri Oinas-Kukkonen,et al. Persuasive Systems Design: Key Issues, Process Model, and System Features , 2009, Commun. Assoc. Inf. Syst..
[63] C. Abraham,et al. A taxonomy of behavior change techniques used in interventions. , 2008, Health psychology : official journal of the Division of Health Psychology, American Psychological Association.
[64] J. Cafazzo,et al. Design of an mHealth App for the Self-management of Adolescent Type 1 Diabetes: A Pilot Study , 2012, Journal of medical Internet research.
[65] Lennart E. Nacke,et al. From game design elements to gamefulness: defining "gamification" , 2011, MindTrek.
[66] J. Huizinga. Homo Ludens: A Study of the Play-Element in Culture , 1938 .
[67] Donna S. Eng,et al. Mobile Health Applications for Diabetes and Endocrinology: Promise and Peril? , 2013 .
[68] Deborah I Thompson,et al. Is Participatory Design Associated with the Effectiveness of Serious Digital Games for Healthy Lifestyle Promotion? A Meta-Analysis , 2016, Journal of medical Internet research.
[69] C Shawn Green,et al. Games for Health for Children-Current Status and Needed Research. , 2016, Games for health journal.
[70] Bruce A Buckingham,et al. Accuracy of newer-generation home blood glucose meters in a Diabetes Research in Children Network (DirecNet) inpatient exercise study. , 2005, Diabetes technology & therapeutics.
[71] Korey K. Hood,et al. Changes in Treatment Adherence and Glycemic Control During the Transition to Adolescence in Type 1 Diabetes , 2012, Diabetes Care.